LOOM™ was novel within the context of the studio, for being radically simplistic with the interface, considering how far they'd already "dumbed down" the interface from spiritual predecessors like Zork.
A side note: If you have not already seen Professor Moriarty's lecture on the actual origins of the CYOA format, this is probably the most interesting thing you will read all year: http://ludix.com/moriarty/electric.html
Neuromancer is riddled with complex text interfaces for every interaction. Every choice demands a read through, along with several text selections to decide from. Here's a video of how awful it is. https://www.youtube.com/watch?v=5tNMdbq_Z7w
How is that more simple?
There's a difference between text you read, and text you have to guess at/type (ie, the find-the-synonym frustrations of Infocom games).
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(Although speaking of Choose Your Own Adventure: http://io9.gizmodo.com/remember-inside-ufo-54-40-the-unwinna... had a fun "choice".)
After many, many readings, both legitimate play-throughs and cheating flip-throughs, I don't think I realised what the article points out.
Bishop Mandible's death wasn't exactly non-violent: https://www.youtube.com/watch?v=WEQ6Kx0wY0c&t=1h23m29s
Adventure games like Zork wanted a sentence typed. Later, a sentence was constructed using a mouse.
Loom removed the sentence as the player's action upon the game, and realized the player's intent didn't have to be a literal sentence.
It's just as much a breakthrough as Nintendo understanding that "pressing up" on a controller to lift a racket could be replaced by lifting an arm with a controller in it, in the case of the Wii.